Wolvies funny man. =p No matter what skill level you're at whether it be online scrub, or tournament pro, you always see the same damn combo from wolverine every time. xD
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
her damage output is directly scaling to her difficulty. her very easy combo (that i listed) deals about 420k. her difficult ones are 1 mil pre DHC or obviously once she starts her infinite or combos into it, it's til death on every characterHer damage output is not all that high though, right? Still, the fact that she can start the DHC glitch would make that not matter. =P
EDIT: I want MvC2 Jill back (even though that fire shoulder charge move did not make any sense).
Yet people still don't use M.O.D.O.K....http://www.youtube.com/watch?v=KEK1ln4w1k8&feature=player_detailpage#t=18s
You guys have seen this right?
Congrats one modship.Her damage output is not all that high though, right? Still, the fact that she can start the DHC glitch would make that not matter. =P
EDIT: I want MvC2 Jill back (even though that fire shoulder charge move did not make any sense).
Because he's so unconventional. I seriously think that he could be one of the top characters in the game because his damage output (if he has enough Analysis Cubes) can be insane and his Jamming Bomb is broken. I mean, who would think to hold forward to block? And even if you adjust to that, the Jamming Bomb will wear off eventually without warning and now you're not blocking anymore. Ridiculous.Yet people still don't use M.O.D.O.K....
You cancel the seismo with a jump then cancel the jump with a seismo. Theres no timing to it, you just do it fast.I still don't get how Viper is able to do like 3 Seismic Hammers per second. Can someone explain to me how you do that?
you can cancel jumps into special moves pretty much you jump to cancel, and in the few frames that the jump is still on the ground you cancel the jump into a special move.Wait, what? Don't jumps come out instantly?
A good example would be spacies doing double shines in Melee. Do it fast enough and the next move comes out while the character's still on the ground.Wait, what? Don't jumps come out instantly?
No, I know what jump cancels are. I just didn't think that you could do them in this game since I thought that jumps come out in frame 1. At least, that's what I thought because I could never ground-grab a constantly jumping character (and grabs come out in 1 frame, right?).A good example would be spacies doing double shines in Melee. Do it fast enough and the next move comes out while the character's still on the ground.
This also applies to Dante's bold cancels too.
There are pre-jump frames for characters. I don't know how many frames it is for MvC3 though.This brings up another question, though. How the heck can you cancel you jump into a Shoryuken motion in what's probably under 5 frames? That just seems impossible to me even though I've seen people do it.
There are pre-jump frames for characters. I don't know how many frames it is for MvC3 though.
And you know about tiger kneeing motions, right? Where you do whatever motion you want and then end in uf (up forward)?
So don't input your jump cancel before each seismo, do them after.
So f, d, df, L/M/H, [f, d, df, f, uf, L/M/H]xN. Just repeat whatever's in the brackets.
And if you already knew that, then there's nothing else to it. Like Etwist said, just do it fast.
I'm a little confused on what you're saying here, but the game will store inputs for a certain amount of frames.I think just saying there's a buffer in mvc3 and leaving it at that is misleading; if you're doing a ground string and you just go through lmhs inputs without really timing them, you can rely on the buffer. On the other hand, there are a lot of times where if you just go ahead and press all the inputs earlier, it'll skip inputs because you pressed them during the cool down of another one. I could be wrong, but that's what I've noticed, at least. If you want what feels like a buffer system, play in a few frames of lag.... now *that* feels like a buffer system.
If MvC3 is like other Capcom fighters, you can not be grabbed on pre-jump frames.Also, the first 3 frames of a jump still count as a standing guard, and on the 4th frame you have an air guard (high/low doesn't matter). I assume this is the equivalent to a 4 frame startup; becuase you can be hit low on the first three frames while your jump is still activating, I'd assume you can be grabbed as well, although I've never actually tried it. My inclination would be to say you're timing it wrong though, since you only have a 2 frame window for error, unless you spent an extended period of time trying it.